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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #87
Using Assassins In Your Games
Contents:
This Week's Tips Summarized
Using Assassins In Your Games
- The Trouble With Assassins
- Figure Out The Rules First
- How Will They Affect Your Game World?
- Use The Terms Of The Contract As A Roleplaying Opportunity
- How An Assassin Can Affect Your Stories
- Use A Disguised Character Sheet
- Assassin's Defences
- A Good First Impression: My Only Personal Experience Of An Assassin As A Player
Readers' Tips Summarized
- Speed Up Initiative With Index Cards
- Idea Generator Technique
- Counting Rounds
- Use Careers To Motivate PCs
Return to Contents
A Brief Word From Johnn
Game Hunters Forum?
A reader suggested that a Game Hunters forum be added to my
About.com site's forums so people could advertise player/GM
wanted ads. Do you think this is a good idea? Are there
enough places on the web doing this already? How could this
forum be made more useful than the other forums out there?
Any feedback and advice would be appreciated.
Issue Posted In Forum
I've posted this issue in my About.com forums for your
feedback, commentary, and tips additions. Feel free to
continue sending me private emails, but also use the forum
to share your thoughts about this issue with others.
Cheers,
Johnn Four
johnn@roleplayingtips.com
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Roleplaying Games Articles & Reviews
Check out my other Roleplaying Games web site: http://www.roleplaygames.about.com
In This Week's Spotlight: "How To Get Honest Feedback From Your Group, Part Two"
Tips and ideas for generating some constructive opinions on
game play within your group.
New Product Reviews:
Tome and Blood: A Guidebook to Wizards and Sorcerers
Game Review: Gaming Frontiers Magazine
Return to Contents
Using Assassins In Your Games
- The Trouble With Assassins
My experiences so far with assassins have revealed one major
problem--one that I feel you must deal with before using
them in your campaign: assuming that they have some form of
instant or quick kill ability, can they be used against the
PCs?
It's a double standard that can wreck everyone's sense of
disbelief during play. Can PCs be assassinated, after months
of hard development work by the player? If not, why?
Everybody else in the world seems like fair game, what
gives the PCs such special immunity?
To make matters worse, PCs often become major targets as
they grow in power. Villains and competitors would naturally
seek ways to eliminate them and assassins make a good, evil
choice.
So, deal with this issue first before introducing them in
your game, either just by yourself, or in a discussion with
your whole group.
I haven't found the perfect solution yet, but here are some
ideas:
- Adopt a story-style of GMing where the heroes always
prevail--like in the movies, as opposed to a realism/nitty
gritty style where the PCs are on a level playing field and
fair game (anyone from r.g.f.a or any roleplaying theorists
know what these GMing styles are usually called?)
- Fudge your dice rolls. Alert the PCs before the assassin
shoots, or have the assassin miss the first shot
- Give lots of warning: foreshadowing, clues, an alert from
an ally to "watch your back"
- Use slow assassination methods like poison or curses
- Provide easier access to save the PC: raise dead or
resurrection, a ring of '9 lives'
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- Figure Out The Rules First
It's a good idea to get a solid grasp of how assassins will
operate under your game rules. This will not only prevent
"accidents" during the game, such as unintentional PC kills,
but it will also determine how your assassins will conduct
and roleplay their business in-game.
Are there instant kill rules in your game? Learn them and
think about how they'll impact assassins. For example:
- The Coup de Grace rules in the D&D 3E Player's Handbook
require a victim to be helpless first
- The Death Attack ability of the Assassin prestige class in
D&D 3E Dungeon Master's Guide requires the killer to study
their victim for 3 rounds before attacking
- The assassination table in D&D 1st Edition Dungeon
Master's Guide lets assassins instantly kill by making a
simple d% roll
Each of the above rules requires a hired killer to operate
differently in-game. So, do a little thinking and
preparation before introducing them into your game.
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- How Will They Affect Your Game World?
Have you ever read the Vlad Taltos series by Steven Brust
where assassination is no big deal and mostly used as a
warning? Compare his assassins to Raymond Feist's Midkemia
books where an assassin turns a whole kingdom upside down
with a poisoned crossbow bolt.
Give some thought as to how the existence of assassins
changes your world:
- Are they organized into a Guild or several groups? Or do
they only operate solo?
- Are they common or rare?
- How does law enforcement handle their existence and
incidents?
- Does the average citizen know about and fear them? Or are
assassins only used against the powerful?
- What defence(s) do potential victims have and employ to
protect themselves?
- How much does a job cost the employer/contractor?
- How does one contact the Guild or an individual operative
for a job offer?
In fantasy worlds, at least, I feel that assassins would
have to specialize in order to survive. For example, dealing
with a magic using victim would require a completely
different set of skills than a monstrous NPC victim, or one
who lives on another plane. Factor this into your assassin
designs as well.
(I highly recommend the Steven Brust and Raymond Feist books
for fantasy GMs:
http://www.ugcs.caltech.edu/~phoenix/brust/
http://www.crydee.com/feist/refindex.htm )
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- Use The Terms Of The Contract As A Roleplaying Opportunity
There are many roleplaying opportunities to be had with
assassins. One example is to define an unwritten Assassin's
Code of Honour that true professionals stick to:
- Never divulge the name of your employer
- You may only have one employer at a time
- Once you accept a contract you must complete it at all
costs
- You must perform your mission to the letter of the
contract, including all special instructions from the
employer
- Leaving a personal 'calling card' near the victim is
encouraged
- Non-victims cannot be harmed
- Women and children are not acceptable targets
This brief list opens up all kinds of opportunities for
stories, encounters, NPCs, and roleplaying:
- The fallen assassin who betrayed the code
- Employers with creative requests
- Assassins with unusual calling cards and reputations
- An assassin is tricked into accepting a contract whose
victim is a female PC
- Background atmosphere, such as newspaper headlines that
read 'Black Rose Killer Strikes Again!'
Be creative with your world, campaign and assassins, and look
for roleplaying opportunities around every corner.
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- How An Assassin Can Affect Your Stories
Hired killers usually make protecting their own hide their
first priority and capping their victim their second. This
means that most assassins will be cautious--gathering data,
learning what they can about their victim, and creating a
bulletproof plan that ensures a clean getaway.
With this in mind, consider that an assassin can get to know
his victim indirectly or directly:
- Indirectly
- Research
- Talking with friends, family, employer, associate
- Assassin uses his own contact network to uncover info
- Victim's bank, doctor, accountant, hairdresser, etc.
- Directly
- Observe the victim from a safe distance
- Directly meet and interact with the victim
These methods can greatly impact your stories and generate
good encounter ideas:
- PC, as the victim, hears stories from different friends
and acquaintances about a mysterious stranger asking lots of
questions
- Assassin might hire capable people in the area (i.e. the
PCs) to help in the research and the PCs eventually learn
the true purpose behind their tasks
- Roleplay a direct encounter (or several) between an
information gathering assassin and his soon-to-be victim
(a PC)
- The assassin needs to know the daily routine of his victim
(a PC), which means the GM needs to know the daily routine.
So, the players are treated to several mystifying, seemingly
mundane encounters focused on 'a day in the life' of the PC
- The assassin decides to befriend his victim (a PC) by
hiring thugs to attack the character and then showing up to
save the day (killing the thugs in the skirmish to prevent
the truth leaking out).
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- Use A Disguised Character Sheet
When roleplaying the assassin as an active NPC in a story,
trick the players by making up a separate "disguise"
character sheet to use at the game table. Feel free to even
leave it unprotected for curious players to glance at. :)
Also, it helps a lot if you don't think of the NPC as an
assassin. Play the NPC just as if his disguise were real.
This will help you from accidentally spilling the beans or
giving something away unintentionally.
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- Assassin's Defences
Depending on what game you're playing, your assassins might
have to take precautions against magic or technology. For
example, in D&D, there are spells that can detect evil, know
alignment and protect victims from evil. An assassin would
learn about these things, as part of his training or
experiences, and have counter measures and counter-counter
measures.
Look through your rule book's magic item lists or hi-tech
equipment lists and search for things that would give an
assassin an edge. Most guilds would specifically seek
these items out in the game world and equip their assassins
accordingly. Also, most assassins would funnel much of their
earnings back into their equipment to ensure a long and
healthy career.
So, first figure out what could endanger an assassin in your
campaign, and then defend your NPC as well as he can afford.
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- A Good First Impression: My Only Personal Experience Of An Assassin As A Player
This isn't a tip but just a personal anecdote that you
might find amusing, and possibly useful.
The first time I played Cyberspace, a cyberpunk game from
I.C.E., a fellow PC was slain by an assassin in the first
minute of the game. In the first minute of the whole
campaign, actually. A sniper took him out in the eye, if I
recall correctly.
Thankfully, the player took the shot in good humour, quickly
rolled up another PC, and re-joined us a half-hour later.
However, the effect the encounter had on us other players
was great. We usually play fantasy, so this event was a hard
and fast lesson about hi-tech--it's deadly at long range. It
also made us feel that our PCs were constantly vulnerable to
a silent, invisible killer who could be out there at any
time. Another coup for the GM of a cyberpunk campaign.
So, I'm not saying you should try this trick on your players
(who might be far less amused), but it is something to
consider when planning to introduce assassins in your
campaigns. Try to find ways to instill fear of these
professionals into your players and their PCs.
Anyone want to venture any tips on doing this? :)
If so, send them in to me at johnn@roleplayingtips.com
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Readers' Tips Of The Week:
- Speed Up Initiative With Index Cards
From: Greg S.
Here is a great technique I picked up at GenCon for speeding
up combat. The tip was in a 3e game, but could be used for
any initiative based system.
- GM has all character names on index cards.
- All participants roll initiative, including the
opponents.
- GM sorts the cards by initiative roll, including a card
for the opponents.
- GM moves through the cards each round. Top card takes
their turn.
Although I am a long time fan of rolling before each round,
this has proved to be so efficient that I am using it
exclusively in my own game. Even the players have been happy
with the improvement.
- Idea Generator Technique
From: Toran
Hi Johnn!
Here's a little creativity technique (originally derived
from a product design class) that both I and a good friend
and fellow GM of mine have found quite useful...
I guess every GM knows this horror scenario -- you've got a
group of roleplaying-addicted players just waiting for you
to come up with yet another ingenious adventure to keep them
on the edge of their seats, but you've been struck by
writer's block for the past two weeks already and can't
think of anything, no matter how hard you try.
In this case, the first thing to do is to get everything
related to roleplaying, your current campaign world,
setting, whatever, off your mind. Then you take a single
random picture from some magazine, newspaper, catalogue or
what-have-you and write down what comes to your mind about
it; what it shows, what feelings it conveys and why, which
graphic elements are obvious, what spontaneous associations
you have looking at it -- write down everything, no matter
how obvious, ridiculous or unimportant it may seem.
I usually write all that down on separate paper, but I was
told it works even better when you cut out the picture of
your choice, stick it on a large sheet of paper and write
down your imaginations all around it with a big colored
felt-tip, just like a mind map.
Now comes the fun part: As soon as you have gathered about
10-20 different thoughts about the picture, you try to link
each one to your roleplaying background. This sometimes
means making very large, imaginative jumps, and some of the
end results will be simply too ridiculous for use in a
serious roleplaying campaign. But, in ten original thoughts,
there are usually at least two or three useful ideas. And in
my experience, that's already enough to spark one's
imagination, produce new ideas and thus end the writer's
block...
Hope that helps! :)
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- Counting Rounds
From: Locus_X
I have problems with keeping track of who has done what
attacks in my game of RIFTS, but the main problem is with
HOW MANY attacks. In Rifts, my players tend to super charge
their characters (which I'm fine with, I just super charge
the villains) and have up to seven or eight attacks per
round.
So, what I do is have Poker chips. You toss one into the pot
for every attack. At the end of the round, you retrieve.
Easy.
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- Use Careers To Motivate PCs
From: Daniel
Hi Johnn,
I don't know if you've covered careers in a previous issue,
but they are a great way to motivate PCs and avoid tired
cliches.
Think of the RPG like monopoly (or any other trading game).
Give the PCs a higher social status, or encourage them to
take ownership of a business, or establish their own. Then
make them work for it.
If they run a smith, make them buy equipment, raw materials,
then (based on the economy) make them deal with excess
demand or no demand. No sales equals no money.
And now the real nasty bit, when a call to adventure occurs,
how will they manage their business? Delegate to an
employee? Close it down? Can they sell it?
In general, think about the economics of the environment
that the PCs are in...
Related to this, consider life in a poor economy: the next
town they ride into has a shortage of product X... the
shelves in the "general store" are empty... the tavern
serves watery ale and stale bread only... obvious shows of
wealth may result in violence etc.
Keep up the good work.
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